So round 1 inspired me and I decided to make "things that change" the theme of the month.
"Take me to the magic of the moment
on a glory night
where the children of tomorrow dream away
in the wind of change"
-The Scorpions, "Wind Of Change" Challenge - Design a card that does one or more of the following:
• Changes the base power of any number of creatures to a specific value.
• Changes the base toughness of any number of creatures to a specific value.
• Changes the card type or subtype of any number of creatures/permanents to a specific one.
• Changes the color of any number of creatures/permanents to a specific one.
• Changes or exchanges control of any number of creatures/permanents.
Both temporary and permanent changes are acceptable. Both Blood Moon-style changes and "in addition to its other colors and types" are acceptable. Your card can do anything else in addition to the required effect.
The deadline is Saturday, March 12th 23:59 EST.
1st (2nd actually)-7th: Round 1. Anyone can submit a card.
8th-12th: Round 2 and critiques for Round 1. Still, entry is free for anybody.
13th-17th: Round 3 and critiques for Round 2. Anyone can submit.
18th-20th: Critiques for Round 3.
If there are 12 or more players participating in round 3, top 8 advance and the schedule proceeds as follows.
21st-23th: Top 8 sumbissions.
24th-26th: Top 8 critiques. Top 4 advance.
27th-29th: Top 4 sumbissions.
30th-April 1st: Top 4 critiques. Top 2 advance to finals.
April 2nd-4th: Finals submissions.
April 5th-10th: Public poll.
If there are less than 12 players participating in round 3, top 4 advance and the schedule proceeds as follows.
21st-23th: Top 4 sumbissions.
24th-27th: Top 4 critiques. Top 2 advance to finals.
28th-31th: Finals submissions.
April 1st-5th: Public poll.
First place gives 3 points, second place 2 points, third place 1 point.
1 bonus point for posting critiques.
1 bonus point for posting a top 3.
The points received by each player will be added up and calculated as a percentage of the maximum points that player could have obtained, which are given by 3 * (number of critiques received) + 2
The percentages will then be ordered in decreasing order and that will be the standings for the round.
The percentages from the first three rounds will be added up at the end of round 3 to determine the top 8 or top 4 (see schedule above).
The same system will be used in top 8 and top 4 rounds.
As usual, the final winner will be determined by a public poll.
The list system will be used, regardless of the number of players.
CRITIQUE LIST
The list has been remade with only people who submitted a card this round and randomized again. Critique the six people below your name looping to the top if needed, just like in round 1, and provide a top 3.
SelesnyaNewLife
netn10
Flatline
Jimmy Groove
maplesmall
shinike1729
Asrama
theazurespirit
glurman
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Unsettling Miasma2BB
Enchantment (R)
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
All creatures have base power equal to 1.
Mindbroker3UU
Creature - Sphinx (R)
Flying Fund - When Mindbroker or another Merchant enters the battlefield under your control, put a colorless artifact token named Gold with "Sacrifice this permanent: add one mana of any color to your mana pool." onto the battlefield. UUU,T: Choose target creature an opponent controls. You may exchange control of that creature with a number of artifacts named "Gold" equal to its converted mana cost.
4/3
Mutation Ray
Instant (U)
Choose one — • Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1. • Until end of turn, target creature becomes a green Beast with base power and toughness 5/5, loses all abilities, and gains trample.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Unholy Illness1B
Enchantment (R)
At the beginning of each end step, if there are no Carriers on the battlefield, target creature becomes a Carrier in addition to its other types (this effect lasts indefinitely).
Carriers get -1/-1.
Whenever a Carrier dies, up to two target creatures become Carriers in addition to their other types (this effect lasts indefinitely).
Dominating MutationXUU
Instant (R)
Until end of turn, target creature you control has base power and toughness X/X and other creatures have base power and toughness 1/1.
Kulamdu, Who Brings Life3URG
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control. URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
Inner-Rank Traitor2BB
Creature - Shapeshifter (R)
When Inner-Rank Traitor enters the battlefield, choose a creature type. Inner-Rank Traitor is the chosen type in addition to its other types. All creatures your opponents control that share at least one type with Inner-Rank Traitor get -X/-X until end of turn, where X is the number of creatures your opponents control that share at least one type with Inner-Rank Traitor. "I've spent years learning all their secrets. Now, the time has come for revenge."
2/2
The deadline has come. The list has been remade with only people who submitted a card this round and randomized again. Critique the six people below your name looping to the top if needed, just like in round 1, and provide a top 3.
SelesnyaNewLife
netn10
Flatline
Jimmy Groove
maplesmall
shinike1729
Asrama
theazurespirit
glurman
Private Mod Note
():
Rollback Post to RevisionRollBack
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Marit Lage, the Churning Madness12
Legendary Creature - Eldrazi (Mythic)
When you cast Marit Lage, the Churning Madness, exchange control of each creature you control and each creature target opponent controls.
Hexproof
Whenever a creature you own dies, take an extra turn after this one.
12/12
Reimagining Marit Lage as an Eldrazi? Story-wise I honestly know very little of Marit Lage. But holy crap that third ability is nuts. Just far too powerful to see print I think. Also a gigantic hexproof monstrosity is easy enough to cheat into play. Think this one's just too pushed.
Mindbroker3UU
Creature - Sphinx (R)
Flying Fund - When Mindbroker or another Merchant enters the battlefield under your control, put a colorless artifact token named Gold with "Sacrifice this permanent: add one mana of any color to your mana pool." onto the battlefield. UUU,T: Choose target creature an opponent controls. You may exchange control of that creature with a number of artifacts named "Gold" equal to its converted mana cost.
4/3
Is it supposed to be a Merchant itself? You say "another Merchant" in the text but this guy's just a Sphinx. Other than that, I think it's a bit weak. Certainly too complex for uncommon, and an interesting ability, but unless Merchants are an archetype of some sort this is just a 4/3 flier for 5.
Mutation Ray
Instant (U)
Choose one — • Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1. • Until end of turn, target creature becomes a green Beast with base power and toughness 5/5, loses all abilities, and gains trample.
Aside from the wording on the second one (I understand what's supposed to be happening, but loses all abilities and gains trample is a bit confusing). Otherwise this is a cool twist on Turn to Frog.
Dominating MutationXUU
Instant (R)
Until end of turn, target creature you control has base power and toughness X/X and other creatures have base power and toughness 1/1.
This is a very cool idea, but I don't think it fits in blue's wheelhouse entirely. Possibly a G/U hybrid.
Kulamdu, Who Brings Life3URG
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control. URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
With a name like that I'd think it would be a Legend. Seems pretty cool otherwise. A bit odd that the counters would stay on, say, a land, without it remaining an Elemental.
Inner-Rank Traitor2BB
Creature - Shapeshifter (R)
When Inner-Rank Traitor enters the battlefield, choose a creature type. Inner-Rank Traitor is the chosen type in addition to its other types. All creatures your opponents control that share at least one type with Inner-Rank Traitor get -X/-X until end of turn, where X is the number of creatures your opponents control that share at least one type with Inner-Rank Traitor. "I've spent years learning all their secrets. Now, the time has come for revenge."
2/2
That ability makes for some wearisome math that needs to be calculated every turn. Good anti-tribal tech otherwise.
Unholy Illness1B
Enchantment (R)
At the beginning of each end step, if there are no Carriers on the battlefield, target creature becomes a Carrier in addition to its other types (this effect lasts indefinitely).
Carriers get -1/-1.
Whenever a Carrier dies, up to two target creatures become Carriers in addition to their other types (this effect lasts indefinitely).
Interesting, but keeping track of which creatures are carrier would be pain. I'd use counters.
Unsettling Miasma2BB
Enchantment (R)
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
All creatures have base power equal to 1.
I'm afraid this card might shut down decks relying on large creatures entirely.
Marit Lage, the Churning Madness12
Legendary Creature - Eldrazi (Mythic)
When you cast Marit Lage, the Churning Madness, exchange control of each creature you control and each creature target opponent controls.
Hexproof
Whenever a creature you own dies, take an extra turn after this one.
12/12
Marit Lage token was a 20/20 black Avatar with indestructible and flying. Is it actually an Eldrazi? It is not entirely impossible, but I don't like making a wild speculation when designing a custom card. Plus, I'm not sure if this control exchange works within the rules.
Kulamdu, Who Brings Life3URG
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control. URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
The ability is unique and flavorful. It will make a good comman... um, why isn't it legendary?
Mutation Ray
Instant (U)
Choose one — _ Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1. _ Until end of turn, target creature becomes a green Beast with base power and toughness 5/5, loses all abilities, and gains trample.
(I changed bullets into underscores as I'm not allowed to post bullets)
I like modal cards, and this one is no exception. Elegant and useful.
Hold Captive1WU
Enchantment - Aura (U)
Enchant creature
You control enchanted creature.
Enchanted creature can't attack or block.
Though it does change the controller of a creature, I feel that it's doesn't fit the spirit of the challenge, and a card that exchanges control will be more fitting. I'm also a bit underwhelmed with it. Yes, it can get a creature with a good triggered or activated ability and serves as psudo-removal, but for the most part, I just don't see it being played outside of Limited.
Kulamdu, Who Brings Life3URG
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control. URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
This would have been a great GRU commander if only Animar, Soul of Elements did not exist. Outside of casual, I'm always wary when a high-cost mythic doesn't have a way to protect itself, an ETB ability or a something else that will make sure you'd get value from it even if it's killed on sight. The second ability can make a scary army, but so can Noyan Dar, Roil Shaper, and he's not getting much attention.
Mutation Ray
Instant (U)
Choose one — • Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1. • Until end of turn, target creature becomes a green Beast with base power and toughness 5/5, loses all abilities, and gains trample.
I love every little thing about this card. I want it printed in the next set that can carry enemy-color multis. It feels powerful in the right kind of way, combining the best tricks that GU can muster. Nicely done.
Mindbroker3UU
Creature - Sphinx (R)
Flying Fund - When Mindbroker or another Merchant enters the battlefield under your control, put a colorless artifact token named Gold with "Sacrifice this permanent: add one mana of any color to your mana pool." onto the battlefield. UUU,T: Choose target creature an opponent controls. You may exchange control of that creature with a number of artifacts named "Gold" equal to its converted mana cost.
4/3
I don't think I get fund as a mechanic. I also don't see merchant being a subtype unless you can establish something awesome that happens when you control merchants. Gold is, as always, greatly unexplored design area, and I like the top-down nature of the second ability, but it sets the bar really high to get enough gold tokens to take something good from your opponent.
Unsettling Miasma2BB
Enchantment (R)
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
All creatures have base power equal to 1.
This is one of those cards whose two parts don't really work as well together as you might think. Giving all creatures wither and a base power of 1 means that they'll have zero power after just one block. The second ability is also completely broken, allowing way too much control for the black player and shutting down any creature based strategies. It gets even worse in casual: this plus Ascendant Evinkar, Night of Soul's Betrayal or Urza's Armor is a viable combo to "your opponent's creatures are now useless".
Marit Lage, the Churning Madness12
Legendary Creature - Eldrazi (Mythic)
When you cast Marit Lage, the Churning Madness, exchange control of each creature you control and each creature target opponent controls.
Hexproof
Whenever a creature you own dies, take an extra turn after this one.
12/12
I'm not sure if Marit Lage was meant to be an Eldrazi, and tbh I'm tired of Eldrazis altogether, but I really like what you've done here from a mechanical viewpoint. It is a bit too punishing, since with hexproof and your opponent being punished for blocking by losing a turn, there's really not much that can be done once this creature hits the stack other than counter it. Even a Wrath by an opponent would only mean that you'll gain a ton of extra turns. I like the idea a lot, but the power level needs to be taken down a few dozen notches.
1. Flatline - By far the best submission of the round
2. SelesnyaNewLife - I liked the idea, if not the execution. I'm giving points for concept here.
3. Netn10 - From all the other cards I reviewed, this is the one that is at least functional and doesn't break the game.
Jimmy Groove - This is an interesting card. I've seen a few cards that gain control of creature, then gives the opponent Gold tokens, but I've never seen one that repeated the effect and required you to already have the tokens. It seems like a lot of work unless there was a ton of Merchants or Gold tokens in the set. Also, I assume the card is supposed to be a Sphinx Merchant? Otherwise, there is no need for it to say "another Merchant".
maplesmall - This is a really hard card for me to wrap my head around, which is a pretty good indication that it is overly complicated. I feel like you sacrificed function for flavor.
shinike1729 - I'm not sure this needs to be a rare. For three mana, this is basically a really weak Polymorphist's Jest (since it also affects your creatures). Late game, you can also turn a 0/1 into a 5/5 until EOT for 7 mana, which doesn't seem too crazy either. This seems like a pretty solid UC to me though.
Asrama - I like the idea here but it has serious memory issues. I would suggest that some kind of marker be placed on Carriers to help track what's going on. Even just a Carrier counter would work. Other than the memory issues, I like it.
theazurespirit - I love this card, and have made an exact duplicate of it in the past, except I called it Change of Heart.
glurman - All creatures have base power 1 is an excellent card for a control deck. If allowed to stick around, it has potential to slow the game way down and really clog up the board. It would fit nicely into a token strategy in which you are flooding the board with 1 power creatures that aren't really affected by it, but overall it seems a bit unfun.
1st: theazurespirit
2nd: shinike1729
3rd: Asrama
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Dominating MutationXUU
Instant (R)
Until end of turn, target creature you control has base power and toughness X/X and other creatures have base power and toughness 1/1.
Kinda like Godhead of Awe, except more flexible. Seems reasonably priced; Godhead was cmc5 for a 4/4 and all others are 1/1, yours could be cmc3... but then everyone's a 1/1, which is like a pushed Humility, except everyone keeps their abilities. Makes sense to me.
Unholy Illness1B
Enchantment (R)
At the beginning of each end step, if there are no Carriers on the battlefield, target creature becomes a Carrier in addition to its other types (this effect lasts indefinitely).
Carriers get -1/-1.
Whenever a Carrier dies, up to two target creatures become Carriers in addition to their other types (this effect lasts indefinitely).
I like this. Took a few readings to understand it completely, at which point I wondered why the Carrier illness wasn't a counter, which would've given the added advantage of having a Carrier counter placed on each creature that already had one, giving it -1/-1 for each counter, and making it really feel like an 'illness'. As it stands, not bad.
Hold Captive1WU
Enchantment - Aura (U)
Enchant creature
You control enchanted creature.
Enchanted creature can't attack or block.
Flavourful card. Gain control, stop it from doing anything. Control Magic is the gold standard for this and is 4cmc, so yours costing less but preventing it from attacking or blocking makes sense. It's pseudo-removal in a sense, but why play it over something like Journey to Nowhere or Chained to the Rocks? The only scenario I can see is that you're stealing something that gives passive advantages to your own creatures (or has a useful ability). Still, it's a viable scenario.
Unsettling Miasma2BB
Enchantment (R)
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
All creatures have base power equal to 1.
The 'equal to' is unnecessary, see Crater Elemental. This is a tricky one to judge... suddenly my Siege Rhino is a 1/5 but deals -1/-1 counters in damage? Seems like the game's gonna slow down a lot. It slows down even more when something with 1 power gets a -1/-1 counter and it does 0 damage.
Marit Lage, the Churning Madness12
Legendary Creature - Eldrazi (Mythic)
When you cast Marit Lage, the Churning Madness, exchange control of each creature you control and each creature target opponent controls.
Hexproof
Whenever a creature you own dies, take an extra turn after this one.
12/12
Wow, ok. So this guy comes in by himself, I have nothing on my board and my opponent's threatening to swing for lethal next turn. Now it's a massive switcheroo. This certainly continues the tradition of 'if this resolves you're probably toast'. It's also the perfect post-board-wipe answer (if the board wipe was one-sided). This should probably be nerfed quite a bit. Also, Marit Lage is the thing under the lake, not an Eldrazi.
Kulamdu, Who Brings Life3URG
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control. URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
Oh boy, I like this. I want this to be real for a really awesome Elemental tribal deck, something that would make Force of Savagery actually work. I'm not up on my rules, but would that actually allow Force of Savagery to enter the battlefield and not die? I think it would. It's a 6cmc mythic with 6/6 and the ability to just pump out counters and coincidentally buff itself, but I think it's not that overpowered.
netn10 (I love me some tribal + +1/+1 counters)
theazurespirit
shinike1729
HM: Asrama (if they'd been Carrier counters, would've been better for me)
Unsettling Miasma2BB
Enchantment (R)
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
All creatures have base power equal to 1.
This would mean that every creature would have zero power after blocking or being blocked once. Almost nothing would die, everything would just stay around doing nothing and gum up the board. That doesn't seem like it would be conducive to good gameplay.
Marit Lage, the Churning Madness12
Legendary Creature - Eldrazi (Mythic)
When you cast Marit Lage, the Churning Madness, exchange control of each creature you control and each creature target opponent controls.
Hexproof
Whenever a creature you own dies, take an extra turn after this one.
12/12
That can very easily be a ridiculous number of extra turns. Even a single extra turn would be quite broken, and a 12/12 hexproof that is easily reanimated is very dangerous in itself.
Kulamdu, Who Brings Life3URG
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control. URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
While the two abilities do synergize to an extent, they pull in rather different directions, and I'm not really fond of either of them. The first one seems like it would be really intensive to track. The second ability seems rather marginal when used on noncreatures, and using it on a creature would reduce it to a 2/2 for a turn, which is not where you want to go with a pump ability.
Mutation Ray
Instant (U)
Choose one —
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
Until end of turn, target creature becomes a green Beast with base power and toughness 5/5, loses all abilities, and gains trample.
The two abilities, despite reading very differently, overlap significantly in function, both being combat tricks. In many situations it won't matter which mode you use. But sometimes one mode will provide a significant advantage over another, so they're not completely redundant. I'm quite fond of the flavor.
Mindbroker3UU
Creature - Sphinx (R)
Flying Fund - When Mindbroker or another Merchant enters the battlefield under your control, put a colorless artifact token named Gold with "Sacrifice this permanent: add one mana of any color to your mana pool." onto the battlefield. UUU,T: Choose target creature an opponent controls. You may exchange control of that creature with a number of artifacts named "Gold" equal to its converted mana cost.
4/3
Merchants that make gold tokens seem like a fun theme to have. The activated ability seems rather clunky, but in a gold-heavy deck, it does do work in an exciting way.
Inner-Rank Traitor2BB
Creature - Shapeshifter (R)
When Inner-Rank Traitor enters the battlefield, choose a creature type. Inner-Rank Traitor is the chosen type in addition to its other types. All creatures your opponents control that share at least one type with Inner-Rank Traitor get -X/-X until end of turn, where X is the number of creatures your opponents control that share at least one type with Inner-Rank Traitor. "I've spent years learning all their secrets. Now, the time has come for revenge."
2/2
It doesn't play like a traitor; it's a type-targeted board wipe that leaves a body behind, and it's not likely to be relevant that the creature will be the type you targeted. I'd prefer it to be a permanent -1/-1.
Flatline - This card's idea is simple, yet fresh and exciting - it is blue-green removal "done right" and that's awesome. However, making a creature 5/5 trample for 2 mana and killing another creature - that may be a 2 for 1 that is too brutal for limited.
Jimmy Groove - Like I said last round - Deal is an amazing, flavorful mechanic that may even see print one day. On top of that, you managed to create a very flavorful "Sphinx Dealer" that uses this amazing mechanic - all I have to say is that I wish it was a real card...
maplesmall - Too wordy and most of time it will just kill itself along with few creatures. I like the mechanic of giving a creature to your opponent as an "infiltration".
shinike1729 - This looks like a very fun and swingy card. The effect isn't new, but the combination of pumping your creature and setting other creatures to be weak is neat.
Asrama - Reminds me of Nettlevine Blight. The flavor is classic, the card is good and delivers a good story, but the gameplay is going to be miserable.
theazurespirit - I am amazed that this combination of abilities isn't exist yet. This card is very simple yet very powerful! I would like to see it printed, probably as a rare. A combination of Pacifism and Control Magic would make an interesting gameplay that neither of those cards provides, and that's awesome.
Top 3:
1st: Jimmy Groove
2nd: theazurespirit
3rd: Flatline
"Winds of Change"
So round 1 inspired me and I decided to make "things that change" the theme of the month.
"Take me to the magic of the moment
on a glory night
where the children of tomorrow dream away
in the wind of change"
-The Scorpions, "Wind Of Change"
Challenge - Design a card that does one or more of the following:
• Changes the base power of any number of creatures to a specific value.
• Changes the base toughness of any number of creatures to a specific value.
• Changes the card type or subtype of any number of creatures/permanents to a specific one.
• Changes the color of any number of creatures/permanents to a specific one.
• Changes or exchanges control of any number of creatures/permanents.
Both temporary and permanent changes are acceptable. Both Blood Moon-style changes and "in addition to its other colors and types" are acceptable. Your card can do anything else in addition to the required effect.
The deadline is Saturday, March 12th 23:59 EST.
1st (2nd actually)-7th: Round 1. Anyone can submit a card.
8th-12th: Round 2 and critiques for Round 1. Still, entry is free for anybody.
13th-17th: Round 3 and critiques for Round 2. Anyone can submit.
18th-20th: Critiques for Round 3.
If there are 12 or more players participating in round 3, top 8 advance and the schedule proceeds as follows.
21st-23th: Top 8 sumbissions.
24th-26th: Top 8 critiques. Top 4 advance.
27th-29th: Top 4 sumbissions.
30th-April 1st: Top 4 critiques. Top 2 advance to finals.
April 2nd-4th: Finals submissions.
April 5th-10th: Public poll.
If there are less than 12 players participating in round 3, top 4 advance and the schedule proceeds as follows.
21st-23th: Top 4 sumbissions.
24th-27th: Top 4 critiques. Top 2 advance to finals.
28th-31th: Finals submissions.
April 1st-5th: Public poll.
First place gives 3 points, second place 2 points, third place 1 point.
1 bonus point for posting critiques.
1 bonus point for posting a top 3.
The points received by each player will be added up and calculated as a percentage of the maximum points that player could have obtained, which are given by 3 * (number of critiques received) + 2
The percentages will then be ordered in decreasing order and that will be the standings for the round.
The percentages from the first three rounds will be added up at the end of round 3 to determine the top 8 or top 4 (see schedule above).
The same system will be used in top 8 and top 4 rounds.
As usual, the final winner will be determined by a public poll.
The list system will be used, regardless of the number of players.
CRITIQUE LIST
The list has been remade with only people who submitted a card this round and randomized again. Critique the six people below your name looping to the top if needed, just like in round 1, and provide a top 3.
SelesnyaNewLife
netn10
Flatline
Jimmy Groove
maplesmall
shinike1729
Asrama
theazurespirit
glurman
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Unsettling Miasma 2BB
Enchantment (R)
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
All creatures have base power equal to 1.
Mindbroker 3UU
Creature - Sphinx (R)
Flying
Fund - When Mindbroker or another Merchant enters the battlefield under your control, put a colorless artifact token named Gold with "Sacrifice this permanent: add one mana of any color to your mana pool." onto the battlefield.
UUU,T: Choose target creature an opponent controls. You may exchange control of that creature with a number of artifacts named "Gold" equal to its converted mana cost.
4/3
Instant (U)
Choose one —
• Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
• Until end of turn, target creature becomes a green Beast with base power and toughness 5/5, loses all abilities, and gains trample.
Enchantment (R)
At the beginning of each end step, if there are no Carriers on the battlefield, target creature becomes a Carrier in addition to its other types (this effect lasts indefinitely).
Carriers get -1/-1.
Whenever a Carrier dies, up to two target creatures become Carriers in addition to their other types (this effect lasts indefinitely).
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Instant (R)
Until end of turn, target creature you control has base power and toughness X/X and other creatures have base power and toughness 1/1.
Creature - Elemental (Mythic)
Trample
Each Elemental creature you control gets +1/+1 for each other Elemental permenent you control.
URG: Put two +1/+1 counters on target permenent you control. It becomes a 0/0 Elemental creature until end of turn.
6/6
Creature - Shapeshifter (R)
When Inner-Rank Traitor enters the battlefield, choose a creature type. Inner-Rank Traitor is the chosen type in addition to its other types. All creatures your opponents control that share at least one type with Inner-Rank Traitor get -X/-X until end of turn, where X is the number of creatures your opponents control that share at least one type with Inner-Rank Traitor.
"I've spent years learning all their secrets. Now, the time has come for revenge."
2/2
Enchantment - Aura (U)
Enchant creature
You control enchanted creature.
Enchanted creature can't attack or block.
SelesnyaNewLife
netn10
Flatline
Jimmy Groove
maplesmall
shinike1729
Asrama
theazurespirit
glurman
MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here)
CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016
DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for:
"Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index. Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
Reimagining Marit Lage as an Eldrazi? Story-wise I honestly know very little of Marit Lage. But holy crap that third ability is nuts. Just far too powerful to see print I think. Also a gigantic hexproof monstrosity is easy enough to cheat into play. Think this one's just too pushed.
Is it supposed to be a Merchant itself? You say "another Merchant" in the text but this guy's just a Sphinx. Other than that, I think it's a bit weak. Certainly too complex for uncommon, and an interesting ability, but unless Merchants are an archetype of some sort this is just a 4/3 flier for 5.
Aside from the wording on the second one (I understand what's supposed to be happening, but loses all abilities and gains trample is a bit confusing). Otherwise this is a cool twist on Turn to Frog.
This is a very cool idea, but I don't think it fits in blue's wheelhouse entirely. Possibly a G/U hybrid.
With a name like that I'd think it would be a Legend. Seems pretty cool otherwise. A bit odd that the counters would stay on, say, a land, without it remaining an Elemental.
That ability makes for some wearisome math that needs to be calculated every turn. Good anti-tribal tech otherwise.
2) netn10
3) Shinike1729
Interesting, but keeping track of which creatures are carrier would be pain. I'd use counters.
A very elegant design. I'm kind of surprised this card does not exist.
I'm afraid this card might shut down decks relying on large creatures entirely.
Marit Lage token was a 20/20 black Avatar with indestructible and flying. Is it actually an Eldrazi? It is not entirely impossible, but I don't like making a wild speculation when designing a custom card. Plus, I'm not sure if this control exchange works within the rules.
The ability is unique and flavorful. It will make a good comman... um, why isn't it legendary?
(I changed bullets into underscores as I'm not allowed to post bullets)
I like modal cards, and this one is no exception. Elegant and useful.
1 Flatline
2 theazurespirit
3 netn10
Though it does change the controller of a creature, I feel that it's doesn't fit the spirit of the challenge, and a card that exchanges control will be more fitting. I'm also a bit underwhelmed with it. Yes, it can get a creature with a good triggered or activated ability and serves as psudo-removal, but for the most part, I just don't see it being played outside of Limited.
This would have been a great GRU commander if only Animar, Soul of Elements did not exist. Outside of casual, I'm always wary when a high-cost mythic doesn't have a way to protect itself, an ETB ability or a something else that will make sure you'd get value from it even if it's killed on sight. The second ability can make a scary army, but so can Noyan Dar, Roil Shaper, and he's not getting much attention.
I love every little thing about this card. I want it printed in the next set that can carry enemy-color multis. It feels powerful in the right kind of way, combining the best tricks that GU can muster. Nicely done.
I don't think I get fund as a mechanic. I also don't see merchant being a subtype unless you can establish something awesome that happens when you control merchants. Gold is, as always, greatly unexplored design area, and I like the top-down nature of the second ability, but it sets the bar really high to get enough gold tokens to take something good from your opponent.
This is one of those cards whose two parts don't really work as well together as you might think. Giving all creatures wither and a base power of 1 means that they'll have zero power after just one block. The second ability is also completely broken, allowing way too much control for the black player and shutting down any creature based strategies. It gets even worse in casual: this plus Ascendant Evinkar, Night of Soul's Betrayal or Urza's Armor is a viable combo to "your opponent's creatures are now useless".
I'm not sure if Marit Lage was meant to be an Eldrazi, and tbh I'm tired of Eldrazis altogether, but I really like what you've done here from a mechanical viewpoint. It is a bit too punishing, since with hexproof and your opponent being punished for blocking by losing a turn, there's really not much that can be done once this creature hits the stack other than counter it. Even a Wrath by an opponent would only mean that you'll gain a ton of extra turns. I like the idea a lot, but the power level needs to be taken down a few dozen notches.
1. Flatline - By far the best submission of the round
2. SelesnyaNewLife - I liked the idea, if not the execution. I'm giving points for concept here.
3. Netn10 - From all the other cards I reviewed, this is the one that is at least functional and doesn't break the game.
Host, December 2015: A Winter Wonderland? - R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL April 2014: A Game of Fate - Signup|R1|R2|R3|Top 8|Semifinal|Finals|Poll
Host, CCL December 2012: Spy Games - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL November 2010: The Perfect Crime - Signup|R1|R2|R3|Top 8|Semifinals|Finals|Poll
Host, CCL August 2009: A Commander's Journey: Signups|R1|R2|R3|Top 8|Semifinals|Finals|Poll
I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
maplesmall - This is a really hard card for me to wrap my head around, which is a pretty good indication that it is overly complicated. I feel like you sacrificed function for flavor.
shinike1729 - I'm not sure this needs to be a rare. For three mana, this is basically a really weak Polymorphist's Jest (since it also affects your creatures). Late game, you can also turn a 0/1 into a 5/5 until EOT for 7 mana, which doesn't seem too crazy either. This seems like a pretty solid UC to me though.
Asrama - I like the idea here but it has serious memory issues. I would suggest that some kind of marker be placed on Carriers to help track what's going on. Even just a Carrier counter would work. Other than the memory issues, I like it.
theazurespirit - I love this card, and have made an exact duplicate of it in the past, except I called it Change of Heart.
glurman - All creatures have base power 1 is an excellent card for a control deck. If allowed to stick around, it has potential to slow the game way down and really clog up the board. It would fit nicely into a token strategy in which you are flooding the board with 1 power creatures that aren't really affected by it, but overall it seems a bit unfun.
2nd: shinike1729
3rd: Asrama
theazurespirit
shinike1729
HM: Asrama (if they'd been Carrier counters, would've been better for me)
This would mean that every creature would have zero power after blocking or being blocked once. Almost nothing would die, everything would just stay around doing nothing and gum up the board. That doesn't seem like it would be conducive to good gameplay.
That can very easily be a ridiculous number of extra turns. Even a single extra turn would be quite broken, and a 12/12 hexproof that is easily reanimated is very dangerous in itself.
While the two abilities do synergize to an extent, they pull in rather different directions, and I'm not really fond of either of them. The first one seems like it would be really intensive to track. The second ability seems rather marginal when used on noncreatures, and using it on a creature would reduce it to a 2/2 for a turn, which is not where you want to go with a pump ability.
The two abilities, despite reading very differently, overlap significantly in function, both being combat tricks. In many situations it won't matter which mode you use. But sometimes one mode will provide a significant advantage over another, so they're not completely redundant. I'm quite fond of the flavor.
Merchants that make gold tokens seem like a fun theme to have. The activated ability seems rather clunky, but in a gold-heavy deck, it does do work in an exciting way.
It doesn't play like a traitor; it's a type-targeted board wipe that leaves a body behind, and it's not likely to be relevant that the creature will be the type you targeted. I'd prefer it to be a permanent -1/-1.
2. Jimmy Groove
3. maplesmall
Flatline - This card's idea is simple, yet fresh and exciting - it is blue-green removal "done right" and that's awesome. However, making a creature 5/5 trample for 2 mana and killing another creature - that may be a 2 for 1 that is too brutal for limited.
Jimmy Groove - Like I said last round - Deal is an amazing, flavorful mechanic that may even see print one day. On top of that, you managed to create a very flavorful "Sphinx Dealer" that uses this amazing mechanic - all I have to say is that I wish it was a real card...
maplesmall - Too wordy and most of time it will just kill itself along with few creatures. I like the mechanic of giving a creature to your opponent as an "infiltration".
shinike1729 - This looks like a very fun and swingy card. The effect isn't new, but the combination of pumping your creature and setting other creatures to be weak is neat.
Asrama - Reminds me of Nettlevine Blight. The flavor is classic, the card is good and delivers a good story, but the gameplay is going to be miserable.
theazurespirit - I am amazed that this combination of abilities isn't exist yet. This card is very simple yet very powerful! I would like to see it printed, probably as a rare. A combination of Pacifism and Control Magic would make an interesting gameplay that neither of those cards provides, and that's awesome.
Top 3:
1st: Jimmy Groove
2nd: theazurespirit
3rd: Flatline